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They’d be running after the first volley- but if the Netillians were wise, they’d be attacking just as quickly. With no anti-tank guns firing, their vehicles could operate with impunity. The Major ducked into the warehouse, and strolled up the stairs, unsheathing a small pair of binoculars to glance out the small windows. She didn’t expect much- and didn’t get it. She saw the tiny teams of plain-clothed militia running out, near being chased down by armored cars, especially on the hill. The enemy commander was taking his time, at least. More time for the Netillian cavalry commander under her to return. She didn’t have access to the radio, but the reports had indicated he was close- with many tanks. Enough to potentially frighten the enemy away, if not to attack and destroy them outright. Then, it would be that man’s fight-not her own. Then, she could coordinate the exit…if only enough time could be bought.
More shooting now, from both directions of the fight. The retreat had stalled, the enemy force had come up faster than the militia anticipated; men would be dying, now. Hopefully, they wouldn’t break at the first sight of blood, though given the mismatch of skill and materiel taking place, the militiamen would be lucky if they had the chance to flee at all…
>Roll 2 sets of 1d100 for each Militia Combined Attack, though given their lack of firepower and firing into hard cover, they’ll have to roll above 80 to inflict damage in the first place. In addition, two more sets of 1d100 for, respectively, hitting the armored car on the hill with a Firebottle (DC roll under 20) and, for the next turn, shooting at the Autogyro with the 2 cm tankete (DC roll under 20)